Extending the TAM for a World-Wide-Web context
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Developing and Validating Trust Measures for e-Commerce: An Integrative Typology
Information Systems Research
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Analysis of Trust in the E-Commerce Adoption
HICSS '06 Proceedings of the 39th Annual Hawaii International Conference on System Sciences - Volume 06
How Positive Informational Social Influence Affects Consumers' Decision of Internet Shopping?
HICSS '06 Proceedings of the 39th Annual Hawaii International Conference on System Sciences - Volume 06
Individual Trust in Online Firms: Scale Development and Initial Test
Journal of Management Information Systems
Virtual worlds as a medium for advertising
ACM SIGMIS Database
What makes people experience flow? Social characteristics of online games
International Journal of Advanced Media and Communication
Towards an understanding of the behavioural intention to use a web site
International Journal of Information Management: The Journal for Information Professionals
Understanding the influence of 3D virtual worlds on perceptions of 2D e-commerce websites
Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems
Effects of users' perceived loneliness and stress on online game loyalty
ACIIDS'11 Proceedings of the Third international conference on Intelligent information and database systems - Volume Part II
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Exploring the value of purchasing online game items
Computers in Human Behavior
Purchase behavior in virtual worlds: An empirical investigation in Second Life
Information and Management
Understanding use continuance in virtual worlds: Empirical test of a research model
Information and Management
Journal of Theoretical and Applied Electronic Commerce Research
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Virtual worlds, such as Second Life, World of Warcraft and Everquest, have demonstrated huge economic potential. In such virtual worlds, virtual items are bought and sold between individuals for real money. However, little empirical research has been conducted into players' purchase behavior in virtual worlds. To help us gain a better understanding of factors influencing purchase behavior in virtual worlds, we embarked on an exploratory study. Four focus groups were conducted with 24 participants, selected according to demographic and experiential characteristics. Preliminary empirical evidence suggests that factors including effort expectancy, character competency, the quality of the virtual world system, social influence, virtual item resources, personal real resources, performance expectancy, and self-actualization are important for predicting virtual item purchase behavior in virtual worlds. The results showed that virtual item purchase behavior in virtual worlds has considerable variability involving a range of factors at different stages.